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Questions tagged [tilemap]

Tile map is a technique of re-using small graphic pieces, tiles, over and over again to shape the game field.

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-2 I am implementing ghost behavior in a Pac-Man clone, specifically the behavior when ghosts are inside the ghost house during the waiting phase. The issue is that ghosts inside the ghost house do ...
Amir Reza Sa's user avatar
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I’m trying to implement a top-down Zelda-like enemy movement system. Consider a screen of x tiles wide by y tiles tall, each tile being 16x16 pixels. I’m not asking for code here. I’m asking for ...
tariq's user avatar
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(Beginner questions) How do you setup the ramp with the tiles in unity? The graphics and the behavior? I've been checking this free tileset: In the image it has connected ramps I cannot seem to get ...
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I'm using Godot 4.4.1 and currently learning how to build auto dungeon generator. The dungeon "room" is developed using TileMapLayer. Room parent are set to ColorRect for background. I use ...
ariefbayu's user avatar
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So I am making a game which has a farm. The farm is a tile map with each individual tile being a crop/mud. I want to achieve the following As the player interacts with a particular crop tile, I change ...
kiner_shah's user avatar
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Is it possible to add a nice outline to a unity tilemap? For example, if my tilemap looks something like the image on the left, I want to make it render like the image on the right: I found this ...
Robin's user avatar
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I am making a 2d rpg game that uses tiles to store the terrain data. Also the map is procedural generated infinite world type. I saw an approach called clipmaps to ...
Syntax Error12's user avatar
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I'm developing a tile-based game where some of the tiles have unique materials (generally to avoid repetitive patterns by sampling a large or procedural texture using world space coordinates). However,...
TT87's user avatar
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I am currently using a SDL_Texture *texture as a chunk in my world that is being Perlin noised onto to make terrain. Using a 2d array of these I tile the plane. But ...
Syntax Error12's user avatar
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Godot 4.3 introduced TileMapLayer as node, which was previously part of TileMap node. Each TileMapLayer allows defining different Terrain Sets. Each Terrain Sets allows defining different Terrains. I'...
Damian Melniczuk's user avatar
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use: Godot Engine v4.3.stable.official, TileMapLayer How are the Inspector, Select Tab, and Paint Tab related in the Terrains settings? There are many settings that need to be configured in Terrains, ...
shingo.nakanishi's user avatar
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use: Godot Engine v4.3.stable.official, TileMapLayer I don't quite understand how to configure tile animations. As a reference, I'm watching this video: https://www.youtube.com/watch?v=it0lsREGdmc I'm ...
shingo.nakanishi's user avatar
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With the following structure, I turned on Y-sort for everything, but it doesn't work as expected (the player can't stand in front of the tree). I'm using Godot v4.3. Node tree Standing front: Not work ...
shingo.nakanishi's user avatar
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First of all, I have already discovered these questions and their answers: Road / river generation on 2d grid map Algorithms for rainfall + river creation in procedurally generated terrain Generating ...
Steyrix's user avatar
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I am attempting to make a CompositeTile out of 4 sprites (one for each corner of the tile) that can be used as a single Tile ...
Martin Bocanegra's user avatar
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I watched the video: https://www.youtube.com/watch?v=60rpO_0CJII Why is the character able to move behind the chair? I understand that it's thanks to Y Sort, but it seems to be applied to the entire ...
shingo.nakanishi's user avatar
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Around 35 seconds into this video, three commonly used tilesets are mentioned: "15-piece, 47-piece, Reduced." The video points out some issues with these tilesets, but it doesn't seem to ...
shingo.nakanishi's user avatar
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I am creating a 2D game with Unity. I have a map, which is a Tilemap. Currently I have 3 types of tiles: water, sand, grass. Goal: I need to make a tile which would automatically change its texture to ...
medveed's user avatar
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I create maps like this, where each tile's data is represented in hexadecimal format: ...
M 027's user avatar
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I load a large tileset image in at the start of my program. To draw the game world, I loop over a 2D array of tile IDs and based on that ID I cut out a 16x16 portion from the tileset and draw that as ...
ChocolateCyanide's user avatar
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Sorry I can't figure out a better way to phrase this but when I try to draw trees on a seperate tile map they look really small? I've looked around online and I can't figure out how to fix this
IamaPineapple24's user avatar
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so I have some Python code to generate a random 10x10 grid in which a mine will be or won't be placed, I am having trouble trying to convert this list into a use-able set of coordinates. Any help ...
Joshua Carlson's user avatar
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I have an issue with how the Tilemap works in build, using version 2022.3. I update my Tilemap with Tilemap.SetTile(Vector3Int pos, null) and it works just fine in ...
Crafik's user avatar
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Recently I noticed that my 2D lightmap rendering has an issue - lighted area is getting rendered as far from the actual light source as the world coordinate of the light source grows. E.g. when world ...
Steyrix's user avatar
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If I have a tilemap that is 4x8, positioned at 0,0 in the editor as follows: What code would I use such that it ends up "centered" when my game runs? I'm hoping for an end result that would ...
Alexander Trauzzi's user avatar
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If I have the following: sample of code showing exported properties: [Export] public TileSet TileSet { get; set; } [Export] public string TileName { get; set; } ...
Alexander Trauzzi's user avatar
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Given a tilemap, with a tilemap collider, is it possible to extract/bake the current collision(s) onto a separate gameobject independent from the tilemap/tilemap collider? My 2D game streams a large ...
Saturn's user avatar
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I implemented lightmap creation for a tilemap, but I cannot figure out how do I interpolate light intensity values. For now, my lighted tiles create an obvious grid-like structure. It was pretty easy ...
Steyrix's user avatar
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The texture itself doesn't have any gaps in it. I don't know where these gaps are coming from. Someone suggested that I check if the sprite sheet's cell size and padding are correct. When I checked I ...
Hassan Shehzad's user avatar
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I am learing Unity and for now trying to implement a simply pathfinding alogorithm in a simply 2D isometric diamond-shaped tilemap. Recently I learned a way how to rotate tilemap and I already have a ...
Valeriy's user avatar
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2 answers
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Some 2D top-down games use tile maps and use transparent tiles for representing static objects. For example Stoneshard. When the character walks behind a tree, the tree becomes partially transparent. (...
Steyrix's user avatar
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I'm interested in what happens when you have structures/buildings on a 2D tilemap that are tall enough to block the view of the player. AFAIK, there's a few approaches: Do nothing to display the ...
bli00's user avatar
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I previously asked this question but I don't think it was well phrased, so I want to rephrase the question. I want to generate tilemaps that resembles the pixel art world maps from "Shovel ...
bli00's user avatar
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While there is rotation in the snap grid settings it does not seem to be rotating the displayed grid. I can use a Isometric tilemap, but without a grid displayed at all times, I cannot perfect ...
Case's user avatar
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Is wave function collapse actually capable of generating aesthetically pleasing tilemaps? Let's very roughly define "aesthetically pleasing" using an example from the world map of "...
bli00's user avatar
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I'm working on a 2D tile-map RPG with C++17 and SDL2 + SDL_Image. There are daily cycles, weekly cycles and seasons. Even a kind of weather engine provides atmosphere. The moods and times of day are ...
El_Codepone's user avatar
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I'm working on a pixel art game in Unity, and my backend (Which is actually written on Golang) has generated a massive dataset of tiles for a 1000 by 1000 world (it could be even more). I'm wondering ...
Resorter's user avatar
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As you can see in the image those are collision lines but its kinda of disingenuous as there are I would say invisible collision blocks on the X's, I tried messing around with the sorting layers and ...
Thecodingnoob's user avatar
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Specifically, I'm looking for any way to see a collision-only item from a Mesh Library in a GridMap. (The tag says "tile map", which it technically isn't; but there's no option for a grid ...
Michael Macha's user avatar
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401 views

I've been trying to make an algorithm to procedurally generate a path from a tile map attached below. I'm just looking for a method to go about doing this. EDIT: I want to make a path for a tile map ...
Daniel Kharis's user avatar
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1 answer
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I have next problem. Sprite sheet that I have has sprites of different sizes. I use 16 pixels per unit. On the screen you can see a choosen tile and that it's height is 14 pixels. I can't resize it ...
Taras Fityo's user avatar
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1 answer
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I'm using mouse input to move the player from where they are to where the mouse position is relative to the cell on a tilemap. However I found when I click on a point of the tilemap, the z coordinate ...
Maeson Williams's user avatar
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I started making a D&D-style turn based tactic game. I have a problem with my tilemap. I made a script to find the location on the tilemap for my character and for the tile I clicked with the ...
James's user avatar
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I want to implement an isometric map with rectangular tiles similar to how it was in simcity 2000, where tiles could have different heights and tiles with different heights were connected by slopes. ...
SavedowW's user avatar
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73 views

I'm trying to make a map using a text file, but it only does the first line / column and not the rest. I know the problem is in getTileImage. ...
Nobodyis_here's user avatar
3 votes
1 answer
4k views

My idea is to mark a cell as "occupied" when a character is in that cell doing something so no other character can be on that cell working. My first thought was to set a ...
Alex CB's user avatar
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1 answer
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I have a tilemap in Godot 4.1 and I have defined a physics layer for a tileset, but I cannot figure out how to disable a layer in collision mask in code. I already found out that I should get tileset ...
Adonia Kazemzadeh's user avatar
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I am new to using TileMaps so I am not sure if this is possible. How can I add a Drag & Drop option for my TileMap? I have no problem identifying a click on a tile but don't know how to go about ...
theblitz's user avatar
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I am trying to figure out how to smoothly connect isometric tiles at levels. For example, below are tiles at different levels. I want to smoothly connect the tiles at the two levels based on the ...
lancen's user avatar
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2 answers
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In the built in Tile Palette tilemap editor, you can choose a GameObject brush to set custom tile GameObjects. How would I be able to set a gameObject onto a tile through a script?. There is no ...
CodeWizard777's user avatar

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